mirror of
https://github.com/1dot13/gamedir.git
synced 2026-08-19 14:20:34 +02:00
LOBOT update (by Asdow)
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2561 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -8,40 +8,72 @@
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</Filter>
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<Filter name="FlakJacket">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<VESTPOS op="in">161</VESTPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingHat">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<HELMETPOS op="in">285</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingHelmet">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<HELMETPOS op="in">176</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBeret">
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<AND>
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<HELMETPOS op="in">288</HELMETPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBeretAndHasRifle">
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<AND>
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<HELMETPOS op="in">288</HELMETPOS>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
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</AND>
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</Filter>
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<Filter name="Knees">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<LEGPOS op="in">838</LEGPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBackpack">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<BPACKPOCKPOS op="in">1094</BPACKPOCKPOS>
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</AND>
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</Filter>
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<Filter name="IsWearingBackpackAndHasRifle">
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<AND>
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<BPACKPOCKPOS op="in">1094</BPACKPOCKPOS>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
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</AND>
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</Filter>
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<Filter name="IsShotgun">
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<AND>
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<BODYTYPE>REGMALE</BODYTYPE>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_TYPE>GUN_SHOTGUN</WEAPON_TYPE>
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</AND>
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</Filter>
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<Filter name="IsAKtypeWeapon">
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<AND>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_TYPE>GUN_AS_RIFLE</WEAPON_TYPE>
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<HANDPOS op="in">14, 25, 26, 347, 612, 613, 614, 615, 708, 785</HANDPOS>
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</AND>
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</Filter>
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<Filter name="HasARInHand">
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<AND>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_CLASS>RIFLECLASS</WEAPON_CLASS>
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</AND>
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</Filter>
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<Filter name="IsPistol">
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<AND>
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<WEAPON_IN_HAND>1</WEAPON_IN_HAND>
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<WEAPON_TYPE>GUN_PISTOL</WEAPON_TYPE>
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</AND>
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</Filter>
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<!-- Matches all soldier objects, that are supposed to be rendered as average height regular male -->
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<Filter name="IsRegularMaleAverage">
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@@ -1,12 +1,172 @@
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<!-- note that this is an external entity, so it is not a valid xml file by itself -->
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<!-- Crouched walk, rifle at the ready -->
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HEAD" file="Anims\LOBOT\RGM\crouched_walk_rifle_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HANDS" file="Anims\LOBOT\RGM\crouched_walk_rifle_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_TORSO" file="Anims\LOBOT\RGM\crouched_walk_rifle_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_LEGS" file="Anims\LOBOT\RGM\crouched_walk_rifle_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_SHADOW" file="Anims\LOBOT\RGM\crouched_walk_rifle_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_AR" file="Anims\LOBOT\RGM\crouched_walk_rifle_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_SHOTGUN" file="Anims\LOBOT\RGM\crouched_walk_shotgun.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_BP" file="Anims\LOBOT\RGM\crouched_walk_rifle_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HAT" file="Anims\LOBOT\RGM\crouched_walk_rifle_hat.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" file="Anims\LOBOT\RGM\crouched_walk_rifle_helmet.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_CROUCH_BERET" file="Anims\LOBOT\RGM\crouched_walk_rifle_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<!-- Crouched walk, pistol at the ready -->
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL_HEAD" file="Anims\LOBOT\RGM\crouched_walk_pistol_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL_HANDS" file="Anims\LOBOT\RGM\crouched_walk_pistol_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL_TORSO" file="Anims\LOBOT\RGM\crouched_walk_pistol_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL_LEGS" file="Anims\LOBOT\RGM\crouched_walk_pistol_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL_SHADOW" file="Anims\LOBOT\RGM\crouched_walk_pistol_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_PISTOL" file="Anims\LOBOT\RGM\crouched_walk_pistol.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<!-- Crouched walk, dual pistols at the ready -->
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_HEAD" file="Anims\LOBOT\RGM\crouched_walk_dual_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_HANDS" file="Anims\LOBOT\RGM\crouched_walk_dual_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_TORSO" file="Anims\LOBOT\RGM\crouched_walk_dual_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_LEGS" file="Anims\LOBOT\RGM\crouched_walk_dual_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL_SHADOW" file="Anims\LOBOT\RGM\crouched_walk_dual_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<AnimSurface name="LBT_RGM_CROUCHWALK_DUAL" file="Anims\LOBOT\RGM\crouched_walk_dual.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="24" profile="-1" />
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<!-- Walk, rifle at the ready -->
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<AnimSurface name="LBT_RGMRIFLE_WALK_HEAD" file="Anims\LOBOT\RGM\S_R_RDY_WALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_HANDS" file="Anims\LOBOT\RGM\S_R_RDY_WALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_TORSO" file="Anims\LOBOT\RGM\S_R_RDY_WALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_LEGS" file="Anims\LOBOT\RGM\S_R_RDY_WALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_SHADOW" file="Anims\LOBOT\RGM\S_R_RDY_WALK_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_AR" file="Anims\LOBOT\RGM\S_R_RDY_WALK_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_BP" file="Anims\LOBOT\RGM\S_R_RDY_WALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_WALK_BERET" file="Anims\LOBOT\RGM\S_R_RDY_WALK_BERET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<!-- Standing, rifle idle -->
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<AnimSurface name="LBT_RGMRIFLE_IDLE_HEAD" file="Anims\LOBOT\RGM\S_R_STD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_HANDS" file="Anims\LOBOT\RGM\S_R_STD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_TORSO" file="Anims\LOBOT\RGM\S_R_STD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_LEGS" file="Anims\LOBOT\RGM\S_R_STD_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_SHADOW" file="Anims\LOBOT\RGM\S_R_STD_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_AR" file="Anims\LOBOT\RGM\S_R_STD_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_BP" file="Anims\LOBOT\RGM\S_R_STD_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_IDLE_BERET" file="Anims\LOBOT\RGM\S_R_STD_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
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<!-- Walk, rifle idle -->
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<AnimSurface name="LBT_RGMBASICWALK_HEAD" file="Anims\LOBOT\RGM\RGM_BASICWALK_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_HANDS" file="Anims\LOBOT\RGM\RGM_BASICWALK_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_TORSO" file="Anims\LOBOT\RGM\RGM_BASICWALK_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_LEGS" file="Anims\LOBOT\RGM\RGM_BASICWALK_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_SHADOW" file="Anims\LOBOT\RGM\RGM_BASICWALK_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_AR" file="Anims\LOBOT\RGM\RGM_BASICWALK_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_BP" file="Anims\LOBOT\RGM\RGM_BASICWALK_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<AnimSurface name="LBT_RGMBASICWALK_BERET" file="Anims\LOBOT\RGM\RGM_BASICWALK_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
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<!-- Standing to crouch, rifle -->
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_HEAD" file="Anims\LOBOT\RGM\S_R_C_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_HANDS" file="Anims\LOBOT\RGM\S_R_C_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_TORSO" file="Anims\LOBOT\RGM\S_R_C_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_LEGS" file="Anims\LOBOT\RGM\S_R_C_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_SHADOW" file="Anims\LOBOT\RGM\S_R_C_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_AR" file="Anims\LOBOT\RGM\S_R_C_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
|
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<AnimSurface name="LBT_RGMRIFLE_CROUCH_BP" file="Anims\LOBOT\RGM\S_R_C_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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||||
<AnimSurface name="LBT_RGMRIFLE_CROUCH_BERET" file="Anims\LOBOT\RGM\S_R_C_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="15" profile="-1" />
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<!-- Crouched walk, rifle -->
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<AnimSurface name="LBT_RGMRIFLE_SWAT_HEAD" file="Anims\LOBOT\RGM\S_R_SWAT_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_HANDS" file="Anims\LOBOT\RGM\S_R_SWAT_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_TORSO" file="Anims\LOBOT\RGM\S_R_SWAT_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_LEGS" file="Anims\LOBOT\RGM\S_R_SWAT_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_SHADOW" file="Anims\LOBOT\RGM\S_R_SWAT_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_AR" file="Anims\LOBOT\RGM\S_R_SWAT_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_BP" file="Anims\LOBOT\RGM\S_R_SWAT_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SWAT_BERET" file="Anims\LOBOT\RGM\S_R_SWAT_BERET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="22" profile="-1" />
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||||
<!-- Sidestep, rifle -->
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||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_HEAD" file="Anims\LOBOT\RGM\S_R_SDSP_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_HANDS" file="Anims\LOBOT\RGM\S_R_SDSP_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_TORSO" file="Anims\LOBOT\RGM\S_R_SDSP_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_LEGS" file="Anims\LOBOT\RGM\S_R_SDSP_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_SHADOW" file="Anims\LOBOT\RGM\S_R_SDSP_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_AR" file="Anims\LOBOT\RGM\S_R_SDSP_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_BP" file="Anims\LOBOT\RGM\S_R_SDSP_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_SIDESTEP_BERET" file="Anims\LOBOT\RGM\S_R_SDSP_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Run, rifle idle -->
|
||||
<AnimSurface name="LBT_RGMRUNNING_HEAD" file="Anims\LOBOT\RGM\S_R_RUN_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_HANDS" file="Anims\LOBOT\RGM\S_R_RUN_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_TORSO" file="Anims\LOBOT\RGM\S_R_RUN_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_LEGS" file="Anims\LOBOT\RGM\S_R_RUN_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_SHADOW" file="Anims\LOBOT\RGM\S_R_RUN_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_AR" file="Anims\LOBOT\RGM\S_R_RUN_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_BP" file="Anims\LOBOT\RGM\S_R_RUN_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRUNNING_BERET" file="Anims\LOBOT\RGM\S_R_RUN_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="12" profile="-1" />
|
||||
<!-- Standing, raise rifle to idle -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_HEAD" file="Anims\LOBOT\RGM\S_RAISE_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_HANDS" file="Anims\LOBOT\RGM\S_RAISE_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_TORSO" file="Anims\LOBOT\RGM\S_RAISE_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_LEGS" file="Anims\LOBOT\RGM\S_RAISE_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_SHADOW" file="Anims\LOBOT\RGM\S_RAISE_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_AR" file="Anims\LOBOT\RGM\S_RAISE_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_BP" file="Anims\LOBOT\RGM\S_RAISE_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_RAISE_BERET" file="Anims\LOBOT\RGM\S_RAISE_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<!-- Standing, rifle aim & shoot -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_HEAD" file="Anims\LOBOT\RGM\S_SR_AIM_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_HANDS" file="Anims\LOBOT\RGM\S_SR_AIM_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_TORSO" file="Anims\LOBOT\RGM\S_SR_AIM_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_LEGS" file="Anims\LOBOT\RGM\S_SR_AIM_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_SHADOW" file="Anims\LOBOT\RGM\S_SR_AIM_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_AR" file="Anims\LOBOT\RGM\S_SR_AIM_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_BP" file="Anims\LOBOT\RGM\S_SR_AIM_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_AIM_BERET" file="Anims\LOBOT\RGM\S_SR_AIM_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="21" profile="-1" />
|
||||
<!-- Crouched, rifle aim & shoot -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_HEAD" file="Anims\LOBOT\RGM\S_CR_AIM_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_HANDS" file="Anims\LOBOT\RGM\S_CR_AIM_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_TORSO" file="Anims\LOBOT\RGM\S_CR_AIM_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_LEGS" file="Anims\LOBOT\RGM\S_CR_AIM_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_SHADOW" file="Anims\LOBOT\RGM\S_CR_AIM_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_AR" file="Anims\LOBOT\RGM\S_CR_AIM_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_BP" file="Anims\LOBOT\RGM\S_CR_AIM_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_CR_AIM_BERET" file="Anims\LOBOT\RGM\S_CR_AIM_BERET.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_CROUCH.JSD" directions = "8" framesperdir="18" profile="-1" />
|
||||
<!-- Prone, rifle crawl and shoot -->
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_HEAD" file="Anims\LOBOT\RGM\S_R_PRN_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_HANDS" file="Anims\LOBOT\RGM\S_R_PRN_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_TORSO" file="Anims\LOBOT\RGM\S_R_PRN_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_LEGS" file="Anims\LOBOT\RGM\S_R_PRN_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_SHADOW" file="Anims\LOBOT\RGM\S_R_PRN_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_AR" file="Anims\LOBOT\RGM\S_R_PRN_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_BP" file="Anims\LOBOT\RGM\S_R_PRN_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<AnimSurface name="LBT_RGMRIFLE_PRONE_BERET" file="Anims\LOBOT\RGM\S_R_PRN_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_PRONE.JSD" directions = "8" framesperdir="29" profile="-1" />
|
||||
<!-- Standing, hop fence -->
|
||||
<AnimSurface name="LBT_RGM_HOP_HEAD" file="Anims\LOBOT\RGM\S_HOP_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_HANDS" file="Anims\LOBOT\RGM\S_HOP_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_TORSO" file="Anims\LOBOT\RGM\S_HOP_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_LEGS" file="Anims\LOBOT\RGM\S_HOP_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_SHADOW" file="Anims\LOBOT\RGM\S_HOP_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_HOP_BERET" file="Anims\LOBOT\RGM\S_HOP_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "4" framesperdir="18" profile="-1" />
|
||||
<!-- Standing, punch -->
|
||||
<AnimSurface name="LBT_RGM_PUNCH_HEAD" file="Anims\LOBOT\RGM\S_PUNCH_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_HANDS" file="Anims\LOBOT\RGM\S_PUNCH_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_TORSO" file="Anims\LOBOT\RGM\S_PUNCH_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_LEGS" file="Anims\LOBOT\RGM\S_PUNCH_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_SHADOW" file="Anims\LOBOT\RGM\S_PUNCH_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_BP" file="Anims\LOBOT\RGM\S_PUNCH_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PUNCH_BERET" file="Anims\LOBOT\RGM\S_PUNCH_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="24" profile="-1" />
|
||||
<!-- Standing, idle, empty hands -->
|
||||
<AnimSurface name="LBT_RGM_IDLE_HEAD" file="Anims\LOBOT\RGM\S_N_STD_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_HANDS" file="Anims\LOBOT\RGM\S_N_STD_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_TORSO" file="Anims\LOBOT\RGM\S_N_STD_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_LEGS" file="Anims\LOBOT\RGM\S_N_STD_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_SHADOW" file="Anims\LOBOT\RGM\S_N_STD_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_BP" file="Anims\LOBOT\RGM\S_N_STD_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_IDLE_BERET" file="Anims\LOBOT\RGM\S_N_STD_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="8" profile="-1" />
|
||||
<!-- Standing, open door, empty hands -->
|
||||
<AnimSurface name="LBT_RGM_OPEN_HEAD" file="Anims\LOBOT\RGM\S_OPEN_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_HANDS" file="Anims\LOBOT\RGM\S_OPEN_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_TORSO" file="Anims\LOBOT\RGM\S_OPEN_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_LEGS" file="Anims\LOBOT\RGM\S_OPEN_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_SHADOW" file="Anims\LOBOT\RGM\S_OPEN_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_BP" file="Anims\LOBOT\RGM\S_OPEN_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_OPEN_BERET" file="Anims\LOBOT\RGM\S_OPEN_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<!-- Standing, open door, rifle in hand -->
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_HEAD" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_HANDS" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_TORSO" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_LEGS" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_SHADOW" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_AR" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_AR.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_BP" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_RIFLE_OPEN_BERET" file="Anims\LOBOT\RGM\S_RIFLE_OPEN_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="10" profile="-1" />
|
||||
<!-- Standing, pickup from ground, empty hands -->
|
||||
<AnimSurface name="LBT_RGM_PICKUP_HEAD" file="Anims\LOBOT\RGM\S_PICKUP_head.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_HANDS" file="Anims\LOBOT\RGM\S_PICKUP_hands.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_TORSO" file="Anims\LOBOT\RGM\S_PICKUP_torso.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_LEGS" file="Anims\LOBOT\RGM\S_PICKUP_legs.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_SHADOW" file="Anims\LOBOT\RGM\S_PICKUP_shadow.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_BP" file="Anims\LOBOT\RGM\S_PICKUP_BP.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
<AnimSurface name="LBT_RGM_PICKUP_BERET" file="Anims\LOBOT\RGM\S_PICKUP_beret.STI" flags="0" structdata="ANIMS\STRUCTDATA\M_STAND.JSD" directions = "8" framesperdir="5" profile="-1" />
|
||||
|
||||
@@ -1,49 +1,223 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LogicalAnimationSurfaces>
|
||||
<Layer name="shadow">
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_SHADOW" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_SHADOW" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_SHADOW" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL_SHADOW" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_SHADOW" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_SHADOW" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_SHADOW" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_SHADOW" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_SHADOW" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_SHADOW" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_SHADOW" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_SHADOW" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_SHADOW" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_SHADOW" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_SHADOW" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_HOP_SHADOW" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_SHADOW" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_SHADOW" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_SHADOW" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_SHADOW" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="legs">
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_LEGS" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_LEGS" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_LEGS" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL_LEGS" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_LEGS" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_LEGS" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRUNNING_LEGS" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_LEGS" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_LEGS" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_LEGS" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_LEGS" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_LEGS" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_LEGS" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_LEGS" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_LEGS" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_HOP_LEGS" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_LEGS" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_LEGS" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_LEGS" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_LEGS" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="body">
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_TORSO" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_TORSO" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_TORSO" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL_TORSO" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_TORSO" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_TORSO" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRUNNING_TORSO" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_TORSO" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_TORSO" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_TORSO" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_TORSO" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_TORSO" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_TORSO" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_TORSO" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_TORSO" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_HOP_TORSO" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_TORSO" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_TORSO" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_TORSO" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_TORSO" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="hands">
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_HANDS" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_HANDS" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HANDS" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL_HANDS" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_HANDS" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HANDS" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRUNNING_HANDS" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_HANDS" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_HANDS" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_HANDS" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_HANDS" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_HANDS" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_HANDS" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_HANDS" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_HANDS" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_HOP_HANDS" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_HANDS" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_HANDS" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_HANDS" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_HANDS" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="head">
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_HEAD" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_HEAD" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HEAD" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL_HEAD" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL_HEAD" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_HEAD" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRUNNING_HEAD" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_HEAD" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_HEAD" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_HEAD" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_HEAD" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_HEAD" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_HEAD" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_HEAD" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_HEAD" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_HOP_HEAD" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_HEAD" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_HEAD" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_HEAD" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_HEAD" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="helmet">
|
||||
<LayerProp filter="IsWearingHat" palette="hats">
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HAT" animsurface="RGMCROUCH_R_RDY" />
|
||||
</LayerProp>
|
||||
<!--
|
||||
<LayerProp filter="IsWearingHelmet">
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_HELMET" animsurface="RGMCROUCH_D_RDY" />
|
||||
</LayerProp>
|
||||
-->
|
||||
<LayerProp filter="IsWearingBeretAndHasRifle" palette="hats">
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBeret" palette="hats">
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_BERET" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_BERET" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_BERET" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_BERET" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_BERET" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_BERET" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_BERET" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_BERET" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_BERET" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_BERET" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_BERET" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_BERET" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGM_HOP_BERET" animsurface="RGMHOPFENCE" />
|
||||
<Surface name="LBT_RGM_PUNCH_BERET" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_BERET" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_BERET" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_BERET" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="gun">
|
||||
<LayerProp filter="IsShotgun" palette="guns_universal">
|
||||
<!-- <LayerProp filter="IsShotgun" palette="guns_AK">
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_SHOTGUN" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_SHOTGUN" animsurface="RGMSTANDING" />
|
||||
</LayerProp>
|
||||
-->
|
||||
<LayerProp filter="IsPistol" palette="guns_universal">
|
||||
<Surface name="LBT_RGM_CROUCHWALK_PISTOL" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGM_CROUCHWALK_DUAL" animsurface="RGMCROUCH_D_RDY" />
|
||||
</LayerProp>
|
||||
<!-- <LayerProp filter="IsAKtypeWeapon" palette="guns_AK">
|
||||
<Surface name="LBT_RGMBASICWALK_AK" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AK" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_AK" animsurface="RGMSTANDING" />
|
||||
</LayerProp>
|
||||
-->
|
||||
<LayerProp filter="HasARInHand" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_AR" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="" >
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_AR" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_AR" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_AR" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_AR" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_AR" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_AR" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_AR" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_AR" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_AR" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_AR" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_AR" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_AR" animsurface="RGMPRONE" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
<Layer name="backpack">
|
||||
<LayerProp filter="IsWearingBackpackAndHasRifle" >
|
||||
<Surface name="LBT_RGM_RIFLE_OPEN_BP" animsurface="RGMOPEN" />
|
||||
</LayerProp>
|
||||
<LayerProp filter="IsWearingBackpack" >
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_BP" animsurface="RGMCROUCH_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_BP" animsurface="RGMCROUCH_P_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_CROUCH_BP" animsurface="RGMCROUCH_D_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_IDLE_BP" animsurface="RGMSTANDING" />
|
||||
<Surface name="LBT_RGMBASICWALK_BP" animsurface="RGMBASICWALKING" />
|
||||
<Surface name="LBT_RGMRUNNING_BP" animsurface="RGMRUNNING" />
|
||||
<Surface name="LBT_RGMRIFLE_CROUCH_BP" animsurface="RGMCROUCHING" />
|
||||
<Surface name="LBT_RGMRIFLE_SIDESTEP_BP" animsurface="RGMSIDESTEP" />
|
||||
<Surface name="LBT_RGMRIFLE_SWAT_BP" animsurface="RGMSNEAKING" />
|
||||
<Surface name="LBT_RGMRIFLE_WALK_BP" animsurface="RGMWALK_R_RDY" />
|
||||
<Surface name="LBT_RGMRIFLE_RAISE_BP" animsurface="RGMRAISE" />
|
||||
<Surface name="LBT_RGMRIFLE_AIM_BP" animsurface="RGMSTANDAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_CR_AIM_BP" animsurface="RGMCROUCHAIM" />
|
||||
<Surface name="LBT_RGMRIFLE_PRONE_BP" animsurface="RGMPRONE" />
|
||||
<Surface name="LBT_RGM_PUNCH_BP" animsurface="RGMPUNCH" />
|
||||
<Surface name="LBT_RGM_IDLE_BP" animsurface="RGMNOTHING_STD" />
|
||||
<Surface name="LBT_RGM_OPEN_BP" animsurface="RGMOPEN" />
|
||||
<Surface name="LBT_RGM_PICKUP_BP" animsurface="RGMPICKUP" />
|
||||
</LayerProp>
|
||||
</Layer>
|
||||
</LogicalAnimationSurfaces>
|
||||
@@ -6,5 +6,5 @@
|
||||
<!-- Bodytypes should be ordered from most specific -> most general -->
|
||||
<!-- ExcludedObjects filter in the beginning is used to exclude LOBOT system for certain types. In this case filter ExcludedObjects is set up to limit LOBOT only for soldiers with a profile. -->
|
||||
<LogicalBodyType filter="ExcludedObjects" />
|
||||
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="2">&LobotRGM;</LogicalBodyType>
|
||||
<LogicalBodyType filter="IsRegularMaleAverage" cachesize="128">&LobotRGM;</LogicalBodyType>
|
||||
</LogicalBodyTypes>
|
||||
@@ -3,4 +3,5 @@
|
||||
<!--<Palette name = "default" filename = "Palettes\default.act" /> -->
|
||||
<Palette name = "hats" filename = "Palettes\Hats.stp" />
|
||||
<Palette name = "guns_universal" filename = "Palettes\guns_universal.stp" />
|
||||
<Palette name = "guns_AK" filename = "Palettes\guns_AK.stp" />
|
||||
</Palettes>
|
||||
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Reference in New Issue
Block a user